Magicka: Wizard Wars is a Spellcasting Action PvP game with the humor and the dynamic realtime spell system of Magicka. Players form teams of four and blaze their way across the battlefield, combining magical elements on the fly to create hundreds of spell combinations with wildly varying effects.
User reviews: Very Positive (6,012 reviews)
Release Date: May 27, 2014

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Early Access Game

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Note: This Early Access game may or may not change significantly over the course of development. If you are not excited to play this game in its current state, then you may want to wait until the game progresses further in development. Learn more

What the developers have to say:

“Greetings Magickans!
We've just hit Alpha with the Wizard Wars, spells are now fully lethal though. During the coming days and weeks we will continue to add features and tweaks together with you. In the main menu there's always a "Feedback" button available which we respond to in weekly updates. If you decide to support us by getting the Founder Wizard or IMPressive Founder Packs we will also discuss changes in depth in the forum with you.

Lastly, any support is welcome, and in the end joining is during Early Access means just that, you get to play and develop the game with us from Alpha. The goal however, is to offer the most fun free to play arena game out there, you just have to let us know when you think we've reached that goal.”
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Recommended By Curators

"It's Dota 2 where everybody is Invoker. In all seriousness, takes the Magicka formula but makes it competitive. An acquired taste w/ a learning curve."

Recent updates View all (55)

October 15

Magicka: Wizard Wars Celebrates a Year of Severely Tested Friendships!

STOCKHOLM — October 15, 2014 — Paradox Interactive and Paradox North today celebrated the one-year anniversary of Magicka: Wizard Wars, the game where bad spelling is finally punishable by death. Released in Early Access one year ago today, Magicka: Wizard Wars now has a community of close to 1 million registered users, all of whom (along with anyone else brave enough to play) will receive the gift of a special Imp skin for their helpful in-game monstrosities. In addition, all players who supported Magicka: Wizard Wars early on with the purchase of a Founder’s Pack will receive color versions of the Imp skin to match their Founder Robes in the near future. There will also be a special gift for all players who participated in the Alpha.

Since the game’s debut in 2013, the community has grown significantly, closing in on 1 million players, and the following milestones have been achieved (measured both by magic and science):

  • 25,000 matches of Magicka: Wizard Wars now played on an average day (average of 17 matches per minute)
  • Over 300 items now available via in-game store (almost one new item per day since the game’s public release)
  • Over 1,400 bugs annihilated thanks to player feedback, not including updates made for game balance
“The Wizard Wars community never ceases to amaze us, and it’s not just because they can shoot fiery death beams on command,” grins David Nisshagen, Game Director. “When we launched last year, we wanted to give the Magicka fans a game as fun and unique as the original, but with a balanced PvP and a stronger game engine. Now, after one full year of weekly updates, there's a new match of Wizard Wars starting every five seconds. Every added feature, robe, map, or Magick sinceis better than the last, thanks to the constant improvements our players I know you can’t see our faces through those mysterious wizard robes, but believe me when I say we’re all beaming with grateful pride right now.”

Players who log in to Magicka: Wizard Wars between the 15th and the 22nd of October , will receive a special anniversary Imp Skin, available from the in-game store for only one crown.

Magicka: Wizard Wars, which is free to download and play immediately in Early Access, is a spellcasting action (PvP) game where two teams of four wizards each . Warring Wizards combine elements to attack, defend, and generate total confusion in hundreds of ways.

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October 7

Game Update - 7th October 2014

Hi all!

Today's update is now up and running. Big changes are the huuuuuge balance overhaul, a new Warfare Map, emotes, and a bunch of tutorials in the Training Ground!

Items added to the store: Spear of Longinus, Staff of Six Paths, a shiny new Highlander robe skin, something "fishy" in the robe section.

Patch notes below!

New Features

  • Tutorials in Training Grounds! Choose different ones from the list and learn the ropes!
  • Get Emotes when purchasing Robes, and use them In-Game and in the Lobby! Press the Hotkey to trigger them (Default: P) or use chat commands!
  • A new Warfare map with teleporters!
Water Affinity and Spells
  • Now controls Ice and Steam Resistance, 0.75-1.25.
  • Now controls size of Steam Sprays.
  • Now controls amount of Ice Projectiles spawned and their velocity.
  • Now controls movement speed while Water Spraying.
  • Now controls Steam and Water AoE size.
  • Now controls AoE range in projectiles.
  • Now controls amount of Ice Barriers spawned.
  • Water Spray width modifier changed from 0.9-1.1 to 0.8-1.2, length from 0.8-1.2 to 0.7-1.3
  • Steam Spray has a unique size modifier, length 0.7-1.3.
  • Water AoEs size modifier changed from 0.7-1.3 to 0.6-1.4.
  • Water Bomb and Mine AoEs has a unique range modifier of 0.8-1.2.
  • Projectile charge up changed from 0.75-1.25 to 0.8-1.2.
  • Ice and Ice+Earth projectiles now always deal same damage, but Water Affinity affects range velocity and amount.
  • Water Spray now has a significant movement speed slow down. (1 elements weighs 3, 2 weighs 4 and 3 weighs 5)
  • QF spray has base damage and range but has highest movement. QFF has base range but deals more damage. QQF deals base damage but has longer range and Wets.
  • Increased Water Spray max range from 6m to 9m. Steam remains at 6m.
  • QFF and !QFF now counts as consisting of two Steam elements, for damage purposes. This allows it to be blocked by !EQF.
  • Increased base push amount from Water Sprays. Min from 40-50 and max from 60-70.
  • Removed Push increase by affinity since lowering push amount makes you stun someone for longer time. Walk speed is now the main boost for Pushing.
  • A Half Water Ward now protects you against 50% of Steam/Ice Damage.
  • Water AoEs now only Push when Water is the majority element. For example a !WWQ won't Push, but a !QQS will.
  • Water Mines push nerfed somewhat due to bad data being repaired.
  • Weight of Steam elements in Sprays increased from 2 to 3.

Shield Affinity and Spells
  • Now controls the number of Barriers, Bombs, Mines and Storms spawned.
  • Affinity modifiers changed from (when Earth Affinity affected Earth Barriers) 0.65-1.35 to 0.5-1.5.
  • Mine Immunity to own elements have been removed.
  • Effectiveness of Wards increased. Changed from 0.75-1.25 to 0.5-1.5

Lightning Affinity and Spells
  • Removed duration modifier.
  • Now fires off 3 bolts per default again.
  • Hit angle widened from 30° to 37.5°.
  • The amount of Lightning in a Lightning spell now determins its range.
  • Lightning is now blocked better by Barriers. (Fixed after Test Server feedback)
  • Damage revamped. Lightning only used for base damage and range, Death deals most damage, Cold and Fire mostly adds effects.
  • Min range is now 3m, Max range 12m.
  • Force Lightning cast duration changed from 0.8sec to 1sec.
  • AoE Lightning cast duration changed from 1.2sec to 1.1sec.
  • AoE Lightning damage and range changed to match Force Cast.
  • Made som visual tweaks to Self-Electrocuted to make it pop more.
  • Lightning range kept per arc jump changed from 50% to 66%.
  • Lightning Storms' Life damage increased from 35 to 50. Lightning damage reduced from 70 to 35.
  • Improved AoE selection logic, bases desired targets on closest in range.
  • Implemented Height Limiter, set to 3m.
  • Life damage in Lightning changed from 50 to 65.

Cold Affinity
  • Beams' Cold damage changed from 0.65-1.35 to 0.7-1.3, Projectile AoE's Cold damage changed from 0.7-1.3 to 0.75-1.25.
  • Spray Length changed from 0.8-1.2 to 0.75-1.25. Max duration from 0.65-1.35 to 0.7-1.3.
  • Now controls Cold AoE size.
  • Removed affinity effect for DQR projectiles.
  • Water and Cold Storms no longer weak to each other.
  • Projectile charge up changed from 0.75-1.25 to 0.8-1.2.

Other Affinities
  • Life and Death Ice Damage changed from 0.65-1.35 to 0.7-1.3.
  • Removed Life Resistance perk from Life Affinity. A Life spec now only deal more Life damage in all aspects, they don't receive more of it. Self Heal tweaked so amount of healing made remains pretty much the same.
  • Life Ward Aura effectiveness changed from 0.6-1.4 to 0.5-1.5.
  • Earth Affinity now has a movement speed multiplier when wearing Earth Ward (Armor).
  • Earth projectile damage changed from 0.85-1.15 to 0.9-1.1.

Weapon Abilities
  • Flurry damage increased from 245 to 250.
  • Quickdraw damage increased from 395 to 450. Hit boxes changed to better fit animation.
  • Cleave damage decreased from 488 to 455.
  • Lunge charge time changed from 0.2sec to 0.5sec.
  • Valkyrier Spear now has the same damage as other Lunge weapons (420).
  • Burning Inferno damage increased from 149 Fire to 165 Fire.
  • Chilling Scourge damage changed from 40 Cold to 47 Cold.
  • Gunfire damage changed from 412 to 422.
  • Rush damage increased from 225 to 377. Push effect has been removed and hit boxes tweaked.
  • Throw Weapon projectile damage increased from 250 to 340.
  • Throw Annoying Thing is now a copy of Throw Weapon, AoE removed. Chain Damage changed from 122 to 195.
  • Snowball damage changed from 150+75 Cold to 105+100 Cold.

  • Knockdown Immunity changed from 0.2sec to 0.25sec to better allow for Wards to be used.
  • Chill's spellcast slowdown is back again. For each level of chill your speed value is lowered. Now 90% / 80% / 70% / Frozen.
  • Removed rotation speed affinity modifier for projectiles.
  • New Affinity descriptions in the Gear screen.
  • Lowered Earth Projectiles initial damage at 0 charge to reduce their spam viability somewhat. From 50/75/100 to 30/40/50.
  • AoE Blast cast time changed from 0.15 to 0.25. (Fixed after Test Server feedback)
  • AoE Blast Damage tweaks. Death from 125 to 100, Fire from 115 to 75, Steam from 180 to 225. (Fixed after Test Server feedback)
  • AoE elements in projectiles now all start at 1 damage at 0 charge time. Base projectile elements always have some damage. (Fixed after Test Server feedback)
  • Ice projectile min velocity changed from 25 to 5. Max velocity changed from 80 to 65. This to reduce spam. (Fixed after Test Server feedback)
  • Ice projectile damage tweaks. Ice changed from 175 to 150, Death from 40 to 50, Life from 250 to 225. (Fixed after Test Server feedback)

  • Fix for knockdown speed bug when chilled.
  • Now print "EFFECTIVE" instead of "WEAKNESS" when susceptible to Life damage.
  • Fixed !QFF not getting any additional damage. (Fixed after Test Server feedback)

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“Wizard Wars’ strength is that it’s chaotic duels are immediately fun…”
PC Gamer

“I don’t think anything else has quite gripped me in the same way this year.”
Rock Paper Shotgun


About This Game

Magicka: Wizard Wars is a Spellcasting Action PvP game with the humor and the dynamic realtime spell system of Magicka. Players form teams of four and blaze their way across the battlefield, combining magical elements on the fly to create hundreds of spell combinations with wildly varying effects. Magicka: Wizard Wars will eventually be FREE to play.

Each player can personalize their wizard with unique gear and Magicks, complete with tongue-in-cheek references to popular media and current events.
With friendly fire, short rounds and unpredictable strategies, Wizard Wars gives both novice players and experienced MOBA veterans a unique tactical depth in every encounter.

The time is now to get up, gear up and go to war!

  • 2 Game modes, 4-on-4 teamplay and the new 1-on-1 Duel game mode
  • Fight intense battles - Co-op spellcasting, wielding fire and dragons as your weapons.
  • Show your skills in fast-paced action, dynamically choose your spells on the fly to counter your opponents’ attacks.
  • Friendly fire is in full effect, staying true to the Magicka tradition of “accidentally” killing your friends.
  • 100 Robes, Staves, Skins, Weapons and your Humor of choice, 100s more to come – Be the Wizard you want to be!

System Requirements

    • OS: Windows Vista SP2 or later
    • Processor: 2.4 GHz Dual Core CPU
    • Memory: 2 GB RAM
    • Graphics: 512MB NVIDIA GeForce 9800 / ATI Radeon HD 2600 XT or greater OR on-board (integrated): Intel HD 3000/4000 or greater
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Hard Drive: 2 GB available space
    • Sound Card: DirectX Compatible Sound Card
    • OS: Windows Vista SP2 or later
    • Processor: 2.4 GHz Dual Core CPU
    • Memory: 4 GB RAM
    • Graphics: 512Mb Nvidia GeForce 440 / AMD Radeon 5670 or greater
    • DirectX: Version 10
    • Network: Broadband Internet connection
    • Hard Drive: 2 GB available space
    • Sound Card: DirectX Compatible Sound Card
Helpful customer reviews
7 of 8 people (88%) found this review helpful
10.9 hrs on record
Early Access Review
This game is amazingly addictive. Usually MOBA's aren't my slice of pie but this one has me hooked. I find myself coming back over and over again. Very fast-paced and full of action. Add this with the very strong strategic elements and you've got a winner in my book. Lots of upgrades and in game purchases (most of which can be acquired with in game currency). You also have the option of helping fund development through the purchase of some items if you choose to do so. This isn't pay to win at all, it's more "practice makes perfect" as wizardry should be. I definitely recommend checking this one out, For a title in Alpha, this is an extremely well polished piece of gaming art. Final verdict 8/10.
Posted: October 5
Was this review helpful? Yes No
3 of 3 people (100%) found this review helpful
24.8 hrs on record
Early Access Review
Its so good there isnt a word in the English dictionary that could stress how good it is.
Posted: October 7
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3 of 3 people (100%) found this review helpful
29.7 hrs on record
Early Access Review
If someone had said to me 2 years ago that there would be a Magicka game that was strictly focused on multiplayer pvp I would've slapped them in the face and said "Are you mad??? that would be the most chaotic and imbalanced thing ever!" but much to my surprise and awe they actually managed to make it comprehensible and indeed very well balanced and fun.

Magicka: Wizard Wars is probably the most skill-based pvp game i've seen since Quake 3. If you lose there's no excuse aside from potential lag. The enemy's character wasn't a hard counter to yours, he didn't have an overpowered weapon or powerup, he wasn't camping in the same spot for hours, the game isn't pay to win and if your own team sucks you can choose to queue up to duel matches instead.

The gameplay is the same good ol' gameplay from the original Magicka with appropriate balance tweaks and it's fun fun fun. Unless you have a personal grudge against wizards or multiplayer pvp I would say there's no reason for you not to try this game.
Posted: October 6
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3 of 3 people (100%) found this review helpful
32.6 hrs on record
Early Access Review
This is a pretty fun game, it has a lot of action cool spells and its not pay to win at all. No bugs no hackers so far. Only thing I dont like is that your team can kill you but most of the time they dont, why would they? if they did they might loose.

Its free to play get it play it and enjoy it!
Posted: October 11
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3 of 3 people (100%) found this review helpful
13.4 hrs on record
Early Access Review
Finally, Magicka has a versus mode... which apparently ended up being even better because it's F2P.

Magicka: Wizard Wars is a F2P game based around the combat system from the original Magicka. The concept is simple - You have several elements you mix in order to create a powerful spell, whether its purpose is to heal, burn, or crush enemies. Alongside with three other players and some weak meelee-only imps, you are sent to kill out another team of four players. After winning a match, you are given experience points and 'crowns' (Sounds familiar to me, hehehe) you then use to get different equipment to crush your foes more easily. And that's about it for the concept. Fast, simple, fun.

One of the main advantages of this game is it's F2P aspect. It really is truly F2P - you can't make yourself stronger by purchasing stuff for real money. That's because when you buy a robe, ring, trinket or stave, you exchange some strenght of one of your elements to increase the power of another one, or alternatively increase your speed in exchange for less health and vice versa. The elements make up pairs - you can mix several types of equipment to decrease several of your powers just slightly, or get a full equipment set to make yourself a master of one element, rendering the other one in the 'balance pair' useless. So not having any equipment beyond the default one is also a very valid strategy.

Of course, the game requires you to reach a certain level before you can buy items with more drastic effects, while allowing you to buy them immidiately for real money. But this is also slightly countered by the 'daily chest' function - once per day, you can open a chest to get a random bonus, ranging from a little bit of coins or a crystal (more on that later) to a very valuable high-level robe. The chance of a valuable item drop is increased by winning Wizard Warfare matches that day.

The game itself then has two gamemodes: Duel and Wizard Warfare, both equally fun yet completely different. Wizard Warfare is a team-based gamemode where two teams of four players try to destroy eachother. There are also spawn points around, allowing you and your team members plus imps to respawn if they get a bit unlucky. Both teams then have 100 tickets to start with, losing one anytime a imp or a player respawns and, if the enemy controls more spawnpoints than you, dissipating over time. Your target is to capture all points or have the enemy run out of respawn tickets so you can eliminate them forever. It is very important to cooperate and lay waste to both the enemy and their imps, as these usually eat up most of the tickets, while also trying to keep the spawnpoints secure and your teammates healthy.

The Duel mode, however, is played in four - two players fight in an arena, while the other two spectate, with all players trying to score six kills to win. The winner of each fight stays in the arena, and is given another player to fight, while the defeated is sent to spectate until is chosen to fight again. This gamemode is, however, kind of secondary - it's a good practice, you'll learn to counter and outcounter your enemies, but it's usually less populated and matches may end up being stalemate-ish.

The fight itself is based around spells and magicks. You may combine up to three elements to create a spell, and rest assured these always make sense - three flame tokens make your stave a flamethrower, three earth tokens make it throw a giant rock, when combining these two makes you shoot a fireball. But you can also use spells on yourself, for example, combining one shield tokens with two arcane tokens makes you immune to arcane damage. There are many possibilities, and I am quite sure you'll find your own playstyle soon.

Magicks are then much more powerful than spells. In the bottom of your screen is slowly charging up your magick mana , letting you use your four magicks from different catagories. Using your first magick catagory only eats up 25% of your mana , the second one uses up 50% and so on. The magicks are also progressively more powerful as they require more mana, using the fourth one properly will usually result in at least one guaranteed wizard kill. It also means you may use the first magick four time in a row if you have enough mana - very useful in the case of Haste, for example. There are several magicks within these four catagories - you may unlock them from bundles from the store (real money payment) or get more of them trough crafting them from crystals. You will need more crystals for better magick catagories, which drop every time you reach a new level, or from daily crates.

Last but not least, your wizard is not only a magick user, but can also use meelee to eliminate foes. These are much more variable than other equipment options, and even though the damage and attack intervals don't change too much, each weapon has a different attack type - cleave, slash, freeze, dash, charge... fun stuff.

All this is packed into the now classical Magicka look with autentic feeling - the nameless and faceless wizard, the narrator with his lovable voice and sarcastic lines, puns in item descriptions, references to other games and movies, gore-filled deaths and the relaxing music in the backround all make the game feel even better. All this for free.

Actually, I don't know what are you doing here anymore. The game is free - so I hereby recommend it and am ordering you to play it!
Posted: September 24
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2 of 2 people (100%) found this review helpful
5.4 hrs on record
Early Access Review
Fun, Free, and Unique. But unfortunatly after playing it for about 6 hours with a few freinds we realized that without buying the good gear you don't have a chance against the people who have. Spells are also unbalanced to the point that spamming the same spell over and over is often the best approach. When you are in a match against people who haven't bought their power this game is a blast. But often that isn't the situation and it ends up being a get killed simulator.
Posted: September 25
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2 of 2 people (100%) found this review helpful
49.9 hrs on record
Early Access Review
Needs co op tower defense. It's not as good as magicka 1, but hell, i still enjoyed it.
Posted: October 12
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2 of 2 people (100%) found this review helpful
17.9 hrs on record
Early Access Review
Fun, exciting, easy to learn/play, jumps into action instantly, not pay2win, highly recommended
Posted: October 4
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2 of 2 people (100%) found this review helpful
16.2 hrs on record
Early Access Review
There's an imp there called Nicolas Cage. 10/10
Posted: October 7
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2 of 2 people (100%) found this review helpful
0.9 hrs on record
Early Access Review
It's a cute little wizard PvP game that is SUPER fun. Super good recommendation! I like it, the gameplay is solid, the graphics are nice, But it is difficult because everyone is better than me, make a choice to join other noobs with a level cap. There is also an annoying bug, I know I have enough currency in the game but it wont let me buy stuff.
Posted: October 15
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2 of 2 people (100%) found this review helpful
30.0 hrs on record
Early Access Review
Beautiful game, addictive 1v1 fighting has lead me to countless hours of fun. This is one of the few games that I actually use the training game-mode (I highly reccomend using it if you play this game) it highly increases your skill and developes much needed muscle memory. GL HF
Posted: October 9
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2 of 2 people (100%) found this review helpful
23.6 hrs on record
Early Access Review
Posted: October 9
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2 of 2 people (100%) found this review helpful
5.8 hrs on record
Early Access Review
Light-hearted PvP fun that strays only slightly from the original Magicka. Gameplay has been tweaked to conform to PvP play. Play this! PLAY IT NOW!
Posted: October 14
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2 of 2 people (100%) found this review helpful
1,127.4 hrs on record
Early Access Review
What is a Wizard?

This game is all about skill. It is PURE skill. Said skill is demonstrated in real time via mechanical execution, muscle-memory, level-headedness, reaction, anticipation, situational awareness, adaptation, and mind games. It is the purest test of all-around personal, gaming capability. All of these are intricately tied to and driven by the first listed skill form: mechanical execution. Mechanical execution is the core of the game. It enables the test of level-headedness. Mechanical execution, and all other forms of skill, suffers when under pressure. Keeping your cool is necessary to not fumble spells. It is necessary to successfully cast the correct spell.

It tests a player’s personal muscle-memory potential. A large number of spells are possible. Because each of these must be cast extremely quickly at any given moment, muscle memory is formed and tested by repeated mechanical execution.

It perfectly tests reaction in both parts; reflexive speed and quick decision making. Using the correct spell in reaction to an opponent’s action is necessary for survival. Being able to successfully cast a given spell in reaction to an opponent, before said opponent can pull off an action or combo, requires fast and correct, mechanical execution. Warding !SES before an opponent can detonate SES is a perfect and common example of this in practice.

Extending from reaction is situational awareness and anticipation. The possession of such ability comes from ascending beyond deliberately typing spells to effortlessly casting spells. This is a challenge on muscle-memory. When a player is focusing on how to cast a spell, that player cannot anticipate actions and that player has limited capability to “see” the battlefield; the mind is too consumed with casting that spell. However, when enough of the proper actions and reactions are truly mastered, a player can begin to anticipate things and think beyond casting a spell. One can innately know the next spell to cast in a combo, know the proper counter to it, know if the opponent will be able to defend in time, and, not only know what the opponent would potentially do to stop the player, but which action(s) that opponent is most likely to do in the current situation.

But, if muscle memory is needed to attain situational awareness, and by extension, anticipation, why not remove it so that players can immediately partake of and enjoy the “end-game”? The answer is that anticipation is a test of muscle memory, not that muscle-memory is a needless gate into anticipation.

So, how does anticipation test muscle memory? This is where adaptation and mind games come in. Certain common combos become expected. Rather quickly, a player realizes that SES is generally followed by back-pedaling with FFF. This is anticipation. By anticipating the FFF one might summon an !E to nullify that FFF, thereby preventing the detonation of the mines. However, that player may also anticipate said reaction and shoot QRS to detonate the mines. One may realize that player understands this concept and drops an EDF instead, overwriting some of the mines, blocking FFF if that player uses it, and blocking some of the ice if the player uses that. There are a handful of “correct” decisions that can be made in reaction to such a combo and there are a handful of ways to adapt that combo. All of these further test muscle memory and mechanical execution.

Players must predict what each other will do and set up chains of attacks and tactics to throw an opponent off. This is the key. This is everything. This is the true test. By fighting an opponent that is trying to throw you off, you must be capable of casting the correct spells with which to defend against that player’s attacks. You must have more spells locked in your muscle memory to be able to throw your opponent off. Each opponent that takes you down offers you a lesson. You learn a new potential combo or attack chain. You use that knowledge against others and prevail until someone devises a tactic that negates it. And.. then you learn again.

This is what makes a wizard better than another wizard. The better wizard knows more spells. The better wizard can cast those spells faster. The better wizard knows which spells are best for each situation and knows how other wizards will react to those spells in those situations. The better wizard can probe the weaker wizard, feeling out that wizard’s style and skill level; a tendency toward an element, a tendency toward a specific spell or tactic. The better wizard can exploit that style, turning it into a weakness. When the same is done to the better wizard, the better wizard adapts and turns it back on the weaker wizard, throwing him off guard, thus putting him on the defensive. Mind games.

Wizarding is the truest test of pure skill and intelligence. I love it. Thank you so much devs.
Posted: October 14
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3 of 4 people (75%) found this review helpful
0.3 hrs on record
Early Access Review
So good it made my computer crash
Posted: October 12
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1 of 1 people (100%) found this review helpful
29.0 hrs on record
Early Access Review
Epic game , need more players to join
Posted: October 8
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1 of 1 people (100%) found this review helpful
10.3 hrs on record
Early Access Review
i can't stop playing this game, it just like my dream to be a wizard :D

except i cannot summon a lot of money to buy more game :(
Posted: September 26
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1 of 1 people (100%) found this review helpful
47.2 hrs on record
Early Access Review
I LOVE the spellcasting mechanics in this game! so different than mainstream. Its awesome when 1v4 can favor the 1 player with enough raw skills and smarts.

Magicka is Intense, skill rewarding, strategic, and action packed. Certain elements and their combos may be on the weak or less useful side but all in all the combat mechanics feel pretty polished.
Posted: September 27
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1 of 1 people (100%) found this review helpful
3.7 hrs on record
Early Access Review
Dinamics of this game are insanse and very enjoyable in a co-op , however i miss a option where i can buy leveling boost .
Posted: September 25
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1 of 1 people (100%) found this review helpful
5.5 hrs on record
Early Access Review
Couldn't find exit button, 10/10.
Posted: September 25
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